Is The Jamming Beam Far Behind?

By That One Guy, in X-Wing

The jamming beam could prevent using Primary weapons. This adds a little importance to having a secondary weapon. Prevent acquiring new Target Locks also makes sense, though such a mechanic could be cumbersome for game-play.

RogueMorgan

Outriders, IG-88, Scyks and Punishers all laugh at you. Too specific, I suspect.

The idea of it being 'take two stress tokens' is an interesting one, though. Brings stress control to ships other than just the Y-wing. This might in itself be a problem, though!

OK, for jamming beam - weapons disabled sounds good (and matches the effect in the PC game), but is it too powerful?

How about "remove all focus, evade and target lock tokens from the affected ship, then dance all dice results"?

The idea of it being 'take two stress tokens' is an interesting one, though. Brings stress control to ships other than just the Y-wing. This might in itself be a problem, though!

Neither of these are what it did in the games though. And honestly, adding two stress tokens from one single effect would be much more broken than using up one of your shots to deny one of their shots (if you don't miss) in standard dogfight games. Because then you've got Tactician to worry about and all that...

Well there already is a jam action but it gives stress to ships and is only in epic.

As for an upgrade that gives weapon disabled tokens, I'm not for it as of now. There is already enough super defensive abilities such as hard 2 damage mitigation not to mention that it is fairly easy to remove attacks thanks to arc dodging and the occasional blinded pilot. With tournament season coming up and many people from last year were complaining about lists that went to time during matches I don;t think the meta right now needs any type of attack removal mechanics.

I don't know about this weapons disabled token, but if it came it would need to be a Range 1 attack, probably with 3 dice that needs to hit. This way you would limit it a bit from being incredibly powerful against ace lists.

And iirc the weapon was also very short-ranged in the games!

Edited by ForceM

I don't know about this weapons disabled token, but if it came it would need to be a Range 1 attack, probably with 3 dice that needs to hit. This way you would limit it a bit from being incredibly powerful against ace lists.

And iirc the weapon was also very short-ranged in the games!

That might work. Range 1, 3 dice cannon. If this attack hits, assign the target a weapons disabled token, then cancel all dice results.

It needs a downside, and range could be it.

I don't know about this weapons disabled token, but if it came it would need to be a Range 1 attack, probably with 3 dice that needs to hit. This way you would limit it a bit from being incredibly powerful against ace lists.

And iirc the weapon was also very short-ranged in the games!

That might work. Range 1, 3 dice cannon. If this attack hits, assign the target a weapons disabled token, then cancel all dice results.

It needs a downside, and range could be it.

Oh man, and Scum Boba with an Autoblaster is scary...

Edit: VI, K4, EU....Slave I and EMs with Concussion Missiles if you're feeling particularly nasty?

Edited by Tsiegtiez

I'd rather see Mag Pulse first...

I'd rather see Mag Pulse first...

Id say this is far more likely, and will assign tokens that reduce attack values, akin to what tractor beam does to agility.

After all we do already have something called sensor jammer too.

I'd rather see Mag Pulse first...

Id say this is far more likely, and will assign tokens that reduce attack values, akin to what tractor beam does to agility.

I agree that Mag Pulse warheads make more sense than another beam weapon with a potentially confusing name. Not sure how to balance the decreased attack with "Gunner-like" effects. The new damage deck was able to fix this but using a token could be tough. Do we really want another token type to lug around? I'd like to see something like

"Your next attack cannot deal more than one damage. Discard this token after completing an attack that hits."

That, and Mag Pulse is now canon. Mentioned in TFA. We've already got the token for it (weapons disabled) It's just gonna be another cancel all dice results, (after maybe 1 damage) then apply the token.

That, and Mag Pulse is now canon. Mentioned in TFA. We've already got the token for it (weapons disabled) It's just gonna be another cancel all dice results, (after maybe 1 damage) then apply the token.

Mag Pulses don't affect missile/torpedo attacks, at least in the fluff. And any weapon that dealt a Weapons Disabled Token would likely be super OP. If it happens, I'd really guess a stackable effect like Tractor Beam that only effects primaries, cannons, and turrets. OR not stackable and only a maximum of one die reduction.

Would it really be super OP though? It still has to hit, and it's not as if it's killing off maneuver options or anything. Or preventing actions...

Would it really be super OP though? It still has to hit, and it's not as if it's killing off maneuver options or anything. Or preventing actions...

Plus the benefit of discarding target lock and ordnance card.